Weapons in CS 1.6

Posted by
Nishanth Adithya

Pistols

The pistols are the cheapest guns in the game. They are a player's
secondary weapon, and usually are only used in pistol-only rounds; at
the start of the game when nobody can afford larger guns; or when
ammunition supplies for the larger guns have been exhausted. They are
only semi-automatic, and typically lack power, but can be quite
effective if aimed carefully.

Glock 18

Glock 18

Price: $400

Country of origin: Austria

Caliber: 9mm parabellum

Magazine capacity: 20 rounds

Weight (loaded): 0.3kg

Projectile weight: 9g

Muzzle velocity: 1932 feet/second

Muzzle energy: 475 joules

Special traits: Can be fired in 3-round burst mode

The Glock is low-powered, but accurate. It is the default terrorist
starting pistol, and is dirt cheap, but is often not particularly useful
unless you are very accurate. If you have a fast finger, buy this gun
or join the terrorist team for a free gun. In some versions, this has an
unlimited fire rate. If your finger is not so fast, use bursts and go
for headshots.

USP tactical

USP tactical

Price: $500

Country of origin: Germany

Caliber: .45 ACP

Magazine capacity: 12 rounds

Weight (loaded): 1kg

Projectile weight: 15.2g

Muzzle velocity: 886 feet/second

Muzzle energy: 553 joules

Special traits: Can be fitted with a silencer

The USP is the default counter-terrorist starting pistol, packing a
greater firepower into a similar size and weight. The added advantage of
being able to silence the USP means that counter-terrorists often have
an advantage in pistol rounds (i.e. at the start of a new game when
nobody's got any money).

P228

P228

Price: $600

Country of origin: Switzerland/Germany

Caliber: .357 SIG*

Magazine capacity: 13 rounds

Weight (loaded): 1.03kg

Projectile weight: 8.1g

Muzzle velocity: 1400 feet/second

Muzzle energy: 600 joules

The P228 is a small pistol, with average attributes. Many players
choose the Desert Eagle over it, as the prices are quite similar, but
the P228 is a decent choice if you need a pistol. Its accuracy is around
average, but it is more powerful than the USP.
The P228 has a higher rate of fire than the Desert Eagle, a larger
magazine, and it only takes about five shots to the chest to kill a
target. You can't snipe with this like you can the Desert Eagle though,
and like all other pistols it does not penetrate walls. Learn to use the
strong recoil of the gun to increase your ability to hit a target and
increase the chances of getting a head shot (it deals over 100 damage to
the face). It may have a faster firing rate than other pistols, but its
unexceptional middlingness make it mostly a curiosity or a niche gun.

Note: The P228 is only chambered in 9x19mm and appears to be a P229 which is offered in .357 SIG.

Desert Eagle

Desert Eagle

Price: $650

Country of origin: Israel

Caliber: .50 Action Express

Magazine capacity: 7 rounds

Weight (loaded): 1.8kg

Projectile weight: 19.4g

Muzzle velocity: 1380 feet/second

Muzzle energy: 1650 joules

The Desert Eagle (or "Deagle") is the most powerful pistol, being
able to kill somebody with one headshot. Its magazine is rather small
(only 7 rounds), so accuracy when using it is quite important. Most
players will choose a Desert Eagle if they're buying a handgun (and have
the money).
If you crouch and pick your shots you can snipe with this pistol and
get headshots from ranges that most people will think they're safe
during pistol rounds. The bullets also penetrate players and walls,
which despite its magazine size, can make this gun shine in close
quarters and in forcing foes out of hiding. It is by far the most
versatile pistol and probably the best buy in the game, dollar for
effectiveness, which is why it's the most popular handgun for advanced
players.

FN Five-seveN

FN Five-seveN

Price: $750

Country of origin: Belgium

Caliber: 5.7x28mm

Magazine capacity: 20 rounds

Weight (loaded): 0.618kg

Projectile weight: 2g

Muzzle velocity: 2345 feet/second

Muzzle energy: 465 joules

Team: Counter-terrorists only

The FN Five-seveN has high accuracy and a large magazine, but is
lacking in power. Its very low weight does not affect the running speed
with the pistol, as all pistols allow the player to run at the same
speed (250 units per second).
Good weapon if used correctly, but with this gun the trick is to stay
away from close range fights (except if you are sure you can get 2-3
shots to the head). Compared to the dual Berettas, it's weaker and has a
lower rate of fire, but better accuracy and low recoil compared to
other pistols. Perhaps a good companion gun to a shotgun or close-in
primary weapon.

Dual 96G Elite Berettas

Dual 96G Elite Berettas

Price: $800

Country of origin: Italy

Caliber: 9mm parabellum

Magazine capacity: 30 rounds (15 rounds on each pistol)

Weight (loaded): 1.15kg

Projectile weight: 8g

Muzzle velocity: 1280 feet/second

Muzzle energy: 606 joules

Team: Terrorists only

The Berettas are not particularly useful apart from the fact that
there are two of them, which doubles the firing rate over a single
pistol. They have poor accuracy, and only average power, so are best
used as spray weapons (and with considerable success in some cases).
However, due to their high price and poor attributes, it's best to go
for a cheaper pistol, or a sub-machine gun instead, unless you practice a
lot with them, in which case they can actually perform better than many
SMGs.
Practice makes perfect. Once you become proficient with these you
become a very formidable force. You can also buy these during the first
round of a new map, which will give you a significant advantage in terms
of magazine size. Headshots are key with this gun.

Sub-machine guns

The sub-machine guns are the next cheapest, and pack more firepower
than the pistols. Many players prefer to use SMGs over full-blown rifles
due to the weight advantage (SMGs weigh less, and therefore the player
can move faster) and the fact that if they're aimed properly, they can
kill just as effectively and quickly as a rifle or shotgun.

MAC10

MAC10

Price: $1400

Country of origin: USA

Caliber: .45 ACP

Magazine capacity: 30 rounds

Rate of fire: 857 RPM

Weight (loaded): 3.82kg

Projectile weight: 15.2g

Muzzle velocity: 919 feet/second

Muzzle energy: 584 joules

Team: Terrorists only

The MAC10 is similar in many respects to the TMP. However, its rate
of fire is slower, and its power is greater. You can use the MAC10 in a
similar fashion to the TMP, and it copes well at close range, but since
its accuracy is appalling, you can't effectively snipe or fire
long-distance with one.

TMP

TMP

Price: $1250

Country of origin: Austria

Caliber: 9mm parabellum

Magazine capacity: 30 rounds

Rate of fire: 857 RPM

Weight (loaded): 1.3kg

Projectile weight: 8g

Muzzle velocity: 1280 feet/second

Muzzle energy: 606 joules

Team: Counter-terrorists only

The TMP (or "Schmidt Machine Pistol") is the cheapest
counter-terrorist sub-machine gun, but is very useful if wielded
correctly. It may not be particularly powerful, but its rate of fire is
almost unmatcheable, and is thus an exceedingly effective spray gun,
especially in confined spaces. If aimed properly, and fired at the right
time, one player can take down most of an enemy team with headshots,
using only a TMP. It's also permanently silenced.

MP5 navy

MP5 navy

Price: $1500

Country of origin: Germany

Caliber: 9mm parabellum

Magazine capacity: 30 rounds

Rate of fire: 800 RPM

Weight (loaded): 3.42kg

Projectile weight: 8g

Muzzle velocity: 1132 feet/second

Muzzle energy: 637 joules

The MP5 navy has a high rate of fire, good accuracy, and decent
power. This is the most common submachinegun, as it has small recoil and
the crosshair is the same while running, walking or ducking. If you aim
for the head, you can pull off consistent headshots typically before
the other person has time to react. The accuracy is decent at longer
ranges, and even at mid-range a full-auto spray can be effective in
bringing down an enemy at full health, although it may exhaust the
magazine.

UMP

UMP

Price: $1700

Country of origin: Germany

Caliber: .45 ACP

Magazine capacity: 25 rounds

Rate of fire: 600 RPM

Weight (loaded): 2.27kg

Projectile weight: 15.2g

Muzzle velocity: 1005 feet/second

Muzzle energy: 625 joules

The UMP is similar in many respects to the MP5 navy, but has a slower
rate of fire. It is a slightly more powerful weapon, and is somewhat
lighter, but the slower rate of fire means that you can't pull off the
"surprise kills" you can with the MP5 navy. It may also have a slightly
higher recoil than the MP5. Its slight increase in power is not enough
to offset its low fire rate, higher cost, and smaller magazine for most
players, but you could do worse for primary weapons.

P90

P90

Price: $2350

Country of origin: Belgium

Caliber: 5.7x28mm

Magazine capacity: 50 rounds

Rate of fire: 900 RPM

Weight (loaded): 3kg

Projectile weight: 2g

Muzzle velocity: 2345 feet/second

Muzzle energy: 465 joules

The P90 is the ultimate sub-machine gun. It has a massive rate of
fire, with OK accuracy, relatively little recoil, and lower power,
meaning that it's best used as a spray weapon. The large magazine
(largest in game excluding the M249) lends itself to this, and so the
P90 should always be used to spray at people's heads.

Shotguns

The shotguns are a special group of weapons. Most players can either
use shotguns properly, or they can't. Correct use of a shotgun entails
precise timing (not necessarily good aim) about when to shoot,
especially with the pump-action M3 super 90, as mis-timing of a shot can
mean death due to pumping time. Reload sooner as opposed to later. With
the shotguns each round is reloaded individually, and you can fire to
interrupt the reload.

M3 super 90

M3 super 90

Price: $1700

Country of origin: Italy

Caliber: 12 gauge

Magazine capacity: 8 rounds

Rate of fire: 68 RPM

Weight (loaded): 3.5kg

Projectile weight: 3.8g/pellet

Muzzle velocity: 1250 feet/second

Muzzle energy: 2429 joules

The M3 Super 90 is an incredibly powerful weapon, but has a long pump
and reload time. One shot to the head or even a close shot to the body,
with most or all of the BBs connecting, will be fatal, but mis-timing
the shot will mean you have to evade their fire until you've pumped for
the next shot. The M3 Super 90 works considerably better at close range,
but some people have been known to snipe with one. In either case the
BBs the gun puts out always have the off chance of striking a foe in the
head, doing near-fatal damage each.
For the price, this is one of the best buys in the game, but only in
the hands of someone who knows how to use it. It can be something of an
equalizer against a better-financed team when money is tight. In a
panicked close-range fight it can sustain its low rate of fire for a
long time and a reduced rate of fire after that.

XM1014

XM1014

Price: $3000

Country of origin: Italy

Caliber: 12 gauge

Magazine capacity: 7 rounds

Rate of fire: 400 RPM

Weight (loaded): 4kg

Projectile weight: 3.8g/pellet

Muzzle velocity: 1250 feet/second

Muzzle energy: 2429 joules

The XM1014 is an auto-shotgun, meaning it doesn't have the pump time
of the M3 super 90. It allows you to fire off all 7 rounds in two
seconds or less, and can be effective against a mass of enemies.
However, it is somewhat less powerful than the M3 Super 90, so at least
two and often more shots will be required to kill somebody. It is also
almost double the price of the M3 Super 90 and considerably heavier. For
the CTs, $100 more will buy the far more versatile M4 Carbine. Probably
the single worst buy in the game for the price, this shotgun, though
often scorned by those killed by it as a "noob cannon", "noob stick",
"noob shotty", is actually not that effective in almost anyone's hands.
This is pretty obvious, but the bots' behavior is quite strange,
since they shoot, load, shoot, load, etc. This increases the accuracy of
the gun by taking out the recoil, so do that if you are stuck with a
group of people, with no where to run. At least you won't waste any
ammunition if you die.

Rifles

The rifles are the most powerful automatic weapons, and the most
commonly-used. Players need a fair amount of money to be able to buy
one, and they therefore typically only appear during the second round of
a game, after pistols have been used in the first round. Due to the
firepower of any of these rifles, aim is not a requirement of use, but
their effectiveness can increase dramatically if the seconds are taken
to crouch down and aim for a player's head. Doing so will mean two or
three shots are fired instead of ten.

IMI Galil

IMI Galil

Price: $2000

Country of origin: Israel

Caliber: .223

Magazine capacity: 35 rounds

Rate of fire: 675 RPM

Weight (loaded): 4.35kg

Projectile weight: 4g

Muzzle velocity: 2013 feet/second

Muzzle energy: 1712 joules

Team: Terrorists only

The Galil has a high rate of fire, and decent accuracy, but terrible
recoil and relatively little power. It is what you have as a cheap
rifle, and its 35-shot magazine offers a lot of potential damage overall
but because of its statistics it is a gun at war with itself: it cannot
be an effective sniper because of its low damage nor is it a great
short-range gun despite its high fire rate, because of its high recoil.
It does a decent job at short to medium range but excels at nothing.
Either spray full auto and hope your target gets unlucky and catches a
bullet in the face while running or try to land solid chest shots in
bursts.
One thing it might be good at is spraying through walls at close
range when you suspect an enemy, since like all rifles, the Para, and
the Desert Eagle, it can pierce walls and objects, and its large
magazine makes it better equipped than most for sustained fire. If you
do rely on spraying this is the one gun that is probably in most danger
of running out of ammo, because you still get the standard 120 rounds
total.

FAMAS

FAMAS

Price: $2250

Country of origin: France

Caliber: 5.56 NATO

Magazine capacity: 25 rounds

Rate of fire: 1100 RPM

Weight (loaded): 3.4kg

Projectile weight: 4g

Muzzle velocity: 2212 feet/second

Muzzle energy: 1712 joules

Team: Counter-terrorists only

The FAMAS is a decent weapon compared to some other rifles and SMGs.
It has an unmatched rate of fire and is very accurate, but it is not
very powerful. It has a burst fire mode which is useful for ammo
conservation or when you have a very itchy trigger finger. This gun
excels at long range, it gives a skilled user the ability to easily pull
of single shot headshots, its effectiveness at close range is only
limited by its low magazine capacity. Always use burst mode for
long-range combat and aim for the head or the upper body. A couple burst
shots will definitely kill, since the burst firing mode will make the
weapon way more accurate compared to shooting manual bursts in the
automatic mode.

AK47

AK47

Price: $2500

Country of origin: Russia

Caliber: 7.62 M43

Magazine capacity: 30 rounds

Rate of fire: 600 RPM

Weight (loaded): 4.79kg

Projectile weight: 7.9g

Muzzle velocity: 2329 feet/second

Muzzle energy: 1992 joules

Team: Terrorists only

The AK47 is one of the classic weapons included in every game. It is
powerful, has a high rate of fire, and good accuracy if fired in small
bursts. Most terrorists will use the AK47 almost exclusively, and it's a
safe bet for any player on any map. Remember to fire in small bursts
only, as in longer bursts, all the accuracy is lost and you will most
likely miss your target by a long way. This weapon will kill anyone with
a single headshot, no matter if they wear a helmet or not.

The M4A1 is the counter-terrorists' equivalent of the AK47. It is
powerful, has a rapid rate of fire, and is slightly more accurate than
the AK47, especially when only a few shots at a time are fired. It is a
capable weapon in the hands of any player, and most counter-terrorists
will use it if they have the money available. If you crouch when firing
with the M4A1, headshots are very easy to achieve, and you will kill
with one headshot, unless the opponent is smart enough to wear a helmet.
Many people find it easier with a silencer in certain conditions. For
example, when facing a large group of enemies at the double-doors in de_aztec.
If you are sure you can kill them, since they don't have good accuracy,
put on the silencer and start spraying at their lower bodies. The
recoil should bring up the attack box, shooting their chests, or
possibly even their heads. Also, reload after you have about five
bullets left: if your foes charge, you can quickly switch to a secondary
and then back to the M4 to empty your magazine at them. As always,
attaching the silencer reduces damage and recoil.

SG-552 commando

SG-552 commando

Price: $3500

Country of origin: Switzerland

Caliber: 5.56 NATO

Magazine capacity: 30 rounds

Rate of fire: 727 RPM

Weight (loaded): 3.1kg

Projectile weight: 4g

Muzzle velocity: 2900 feet/second

Muzzle energy: 1570 joules

Special traits: Has a usable scope

Team: Terrorists only

The SG-552 is a more expensive weapon (which raises the question of why the terrorists
can purchase it). It is about as powerful as the M4A1, but has a higher
rate of fire, and the addition of a scope, enabling both sniping and
assault tactics to be used. It is a very good all-round weapon, but many
players can't buy it due to its high price.
To snipe, zoom in on the enemy, and shoot one shot at a time. It
actually seems more accurate than the AUG or the counter-terrorist
version. In at most six accurate shots, you can kill someone from
medium/long range. However, you should only use the scope at long-range,
as the rate of fire falls dramatically when scoping.

AUG

AUG

Price: $3500

Country of origin: Austria

Caliber: 5.56 NATO

Magazine capacity: 30 rounds

Rate of fire: 727 RPM

Weight (loaded): 4.09kg

Projectile weight: 4g

Muzzle velocity: 2900 feet/second

Muzzle energy: 1570 joules

Special traits: Has a usable scope

Team: Counter-terrorists only

The AUG is the counter-terrorist equivalent to the SG-552. It also
has a scope, and is about as powerful as the SG-552. However, it is
considerably heavier, and therefore will impede movement more than the
other weapons. Despite this, it is a very good weapon both for assault
and sniping, and it's only the high price which prevents many players
from using it.

Machine guns

There is only one machine gun: the M249-SAW. It is one of the most
expensive weapons, but also has one of the highest firing rates, and can
be used very effectively as a spray gun. Contrary to popular belief,
the machine gun is actually quite accurate when firing one round at a
time, and can be used to snipe in a similar manner as a rifle.

M249-SAW

M249-SAW

Price: $5750

Country of origin: Belgium

Caliber: 5.56 parabellum

Magazine capacity:100 rounds

Rate of fire: 600 RPM

Weight (loaded): 7kg

Projectile weight: 6g

Muzzle velocity: 3930 feet/second

Muzzle energy: 600 joules

The M249-SAW is an very expensive weapon, with a rapid firing rate
and a large clip. Each round does not inflict a particularly high amount
of damage, and it isn't particularly accurate unless fired in single
shots or short bursts, but the spray power from an M249 is almost
unbeatable. Due to the fact it carries a large ammunition bin, the
advised way of using an M249 is to shoot anything that is vaguely out of
the ordinary. Shoot round corners as you jump round them. Shoot at
anything that moves.
You can use this in a closed space, like cs_office, or a large place, like de_aztec.
For close spaces, shoot at every corner, and for large spaces, when you
are being shot at, keep your finger on the trigger and search for the
enemy. When you see some red blood, keep it there and either: spray (if
it is close-range) or burst (in either situation, preferably
long-range). Also, for both situations, use it for covering fire when
facing the group (or person, please do it in group-vs-group), aka
shooting at the group without bursting. The new players would retreat,
and the pros would stay, leaving your team to kill the pros, unless they
are smart enough to retreat once their whole team retreats or everyone
besides the pro died. This weapon is somewhat like the AWP with the
scout; it is expensive, and it is sort of hard to use effectively.
People also say this weapon is a stupid person's weapon, and pros don't
use this, but that is false. If you can kill three people using this
with a expert level (bots), then you are a pro. Otherwise, keep
practicing.

Sniper rifles

The sniper rifles are the most specialised weapons available. They
are all either non-automatic, or semi-automatic, and designed for
careful aiming over long distances. They all boast telescopic sights,
and several of them (namely the AWP and the automatic sniper rifles) are
banned on many servers due to their extreme firepower. Before using a
sniper rifle on the internet, it is advisable to practice carefully with
bots locally, as it takes skill to wield a sniper rifle well. When
buying a sniper, it is always a good idea to buy a good pistol as well,
since snipers are extremely poor in close-range combat (since they don't
have crosshairs unless zoomed, and zooming in at close-range is not
advised).

Scout

Scout

Price: $2750

Country of origin: Austria

Caliber: 7.62 NATO

Magazine capacity: 10 rounds

Weight (loaded): 3.3kg

Projectile weight: 8g

Muzzle velocity: 2800 feet/second

Muzzle energy: 2200 joules

Special traits: Has a usable scope

The scout is the cheapest sniper rifle, but does the least damage,
taking two body shots or one shot to the head to kill somebody, and is
bolt action, meaning the gun must be cocked after every shot, taking
time. The scout is the most accurate sniper rifle, and is very light,
allowing for fast running speeds. The accuracy of the scout is such that
it will still be moderately accurate while strafing, unlike the AWP.
If you are inaccurate don't use the scout, because if you are unable
to hit people in the head you will be very ineffective with the scout.
If you aren't very accurate, use the automatic sniper rifles instead, as
they give you more opportunity to take repeat shots. Also, the scout is
widely believed to be a pro gun, so if you are good with it that's
great, but beware that it is known as a pro weapon because it is very
difficult to use effectively.

G3/SG-1

G3/SG-1

Price: $5000

Country of origin: Germany

Caliber: 7.62 NATO

Magazine capacity: 20 rounds

Weight (loaded): 4.41kg

Projectile weight: 8g

Muzzle velocity: 2800 feet/second

Muzzle energy: 2200 joules

Special traits: Has a usable scope

Team: Terrorists only

Along with the SG-550, the G3/SG-1 is an auto-sniper, and as such is
banned on most servers. When sniping with the G3/SG-1, it is important
not to get carried away with the fact that this gun is an
auto-sniper: each consecutive automatic shot is considerably less
accurate than the last, and going overboard with rapid fire will quickly
empty the twenty-round magazine.

SG-550 commando

SG-550

Price: $4200

Country of origin: Switzerland

Caliber: 5.56 NATO

Magazine capacity: 30 rounds

Weight (loaded): 7.02kg

Projectile weight: 4g

Muzzle velocity: 3100 feet/second

Muzzle energy: 1650 joules

Special traits: Has a usable scope

Team: Counter-terrorists only

As with the G3/SG-1, the SG-550 is an auto-sniper, and banned on many
servers. The SG-550 is less powerful than the G3/SG-1, but fires faster
and is $800 cheaper. Its accuracy falls dramatically with each
consecutive automatic shot, so it's best to fire one or perhaps two
shots at a time, then pause and re-aim.
Use it when you are playing with beginner bots. Act like it is a real
sniper rifle, and shoot and wait for the bolt-action substitution. The
beginners are fairly stupid, and will usually shoot above the head,
hoping for a head-shot. This is practice for using a scout for real
tournaments, as the "auto-snipers" are a disgrace to most servers and,
as listed above, will be banned. If you are up to the challenge, play
against "professional" bots. Also, if you can, change the settings to
(possibly) sniper rifles only. This will help you get better with
killing other snipers.

AWP ~ Arctic Warfare Police (AI AWP 7,62) 7.62x51 sniper rifle

AWP

Price: $4750

Country of origin: UK

Caliber: .338 Lapua Magnum

Magazine capacity: 10 rounds

Weight (loaded): 4kg

Projectile weight: 20.2g

Muzzle velocity: 7000 feet/second

Muzzle energy: 7000 joules

Special traits: Has a dual-optical scope

The AWP is the largest and most powerful sniper rifle, killing in one
shot in most cases (in the case of a direct, unobstructed shot, only
being hit in the leg is survivable). It is banned on most servers, but
if you are allowed to use it, make good use of the scope. The AWP's
scope is very detailed, and proficient snipers can jump out from behind
cover, zoom in, fire and kill somebody then hide again multiple times
and not get hurt. Training for hours offline with bots or online in
deathmatch servers is the best way to go about learning. The drawback of
this gun is that it isn't very accurate while moving, you have to
actually stop moving and fire for the bullet to hit the target. Also,
beware that this gun is sometimes believed to be a cheap gun because of
its very high power and overusing it is discouraged in public servers.
However unknown to others is the fact that this gun can be defeated.
Using zig-zagging and unpredictable movement an awper can be taken down.
This takes a bit of practice but can be achieved.
To chamber a new round faster than would otherwise be possible, you
can change to a pistol, then back to the AWP very quickly. If practiced
enough, this will result in a faster chamber time. This weapon is almost
exclusively known as the AWP (Arctic Warfare Police), but is actually
intended to be the AWM (Arctic Warfare Magnum).

Grenades

These weapons can be thrown, and are irretrievable once thrown.
Skilled players will bounce them off walls so that they land around
corners; this is especially useful with flashbang grenades, which you
don't want to look at once they've been thrown.
Every grenade makes at least one damage if you manage to hit your
enemy with it, so there is a possibility to kill an enemy with a
flashbang or a smoke.

Flashbang grenade

Flashbang grenade

Price: $200

Special traits: You can only carry two of them

The flashbang grenade is a good cheap way to keep the enemy from hitting you. When it goes off, any
players (even your teammates) looking at it – or a reflective surface
showing it – will be blinded for several seconds. Any players in the
close vicinity will also be completely blinded and deafened. When thrown
ahead of a rushing force, a flashbang is invaluable; one method of
using it is to stop just before a corner, and bounce one off a wall to
go off around the corner before you jump round.
Even if the flash didn't affect them, chances are enemies had to take
cover and are less likely to be in a proper firing position right away.
Flashbangs can also make a good distraction if you need to retreat.Counter-tactic: If you see one land in front of you, you have
several options. First, if no cover is available, quickly turn 180°
directly opposite of the flashbang. This will minimize the effect to
where you can still make out the area. The second is to open fire in the
general direction the grenade came from hoping the enemy will be
discouraged to go through with their attack. Thirdly, you can throw your
own flashbang near yourself, or if possible, at the expected direction
of your attacker. While you will be blinded again, there's some chance
an attacker charging you will also be rendered blind.

Smoke grenade

Smoke grenade

Price: $300

Special traits: You can only carry one of them

Smoke grenades release large volumes of smoke - enough to cover about
six square metres - when they go off. In the middle, the smoke is thick
enough to completely blind people going through it, and somebody
outside the smoke cannot easily see people inside it. Smoke grenades can
be used in a similar fashion to flashbangs, although unlike other
grenades, it goes off when it stops moving rather than on a set timer.
This means it could potentially be a long time before it actually
releases a lot of smoke (e.g. a smoke grenade lazily rolling off of a
high point, then falling to a lower sloped area where it continues to
roll a bit). Smoke grenades are often used improperly. There are
basically three common uses for smoke (and a single smoke may be used
for multiple purposes):
1: Concealing your own team's movements when you're moving out of cover.
2: Enveloping your enemies in a smoke cloud, which disorients and
blinds them while allowing your team free movement around the area, and
if their cover is penetrable or limited, the smoke cloud can be sprayed
at with little hope of retaliation. This often works well in conjunction
with flashbangs to completely disorient your opponents.
3: In the case of a defensive position; for example, stopping
attackers coming through double doors (a narrow but bullet-penetrable
choke point), a smoke on the point of entry makes it difficult for
enemies to coordinate their exit (they may block each other accidentally
because they can't see each other) and prevents their retaliation. This
is really effective in conjunction with a machine gun, or with silenced
weapons (especially the M4) which do not have muzzle flashes, which are
visible through smoke.

High-explosive grenade

High-explosive grenade

Price: $300

Special traits: You can only carry one of them

A high-explosive grenade (or frag grenade) explodes a few seconds after being thrown, hurting or killing any
players (Even your teammates, unless friendly fire is turned off. Even
if it is, your own grenades still hurt you) near it; the damage given
depends on how far away from the grenade you are. Grenades are useful to
throw when you know somebody is (for example) around a corner, but
jumping out to shoot them would be too risky: they're bedded in, and
your accuracy would be thrown by the movement. Also, HE grenades have
the same deafening effect as flashbangs do (but unlike flashbangs this
effect only applies to people who take damage from the grenade, so if FF
is turned off your teammates won't be deafened by a grenade you throw).

Miscellaneous

Other weapons are: explosives, not actually weapons, or gametype-specific, and can't be categorised with the others.

Knife

Knife

The knife is given to all players automatically at the start of each
round, cannot be dropped, and doesn't cost a thing. It is the least
effective weapon, but - since it requires no ammunition - can be used
again and again. Players are able to run faster with the knife equipped
than with any primary weapon other than lighter submachine guns and the
Schmidt Scout, and for this reason it is often used for rushing. It is
one of the ultimate humiliations to be knifed to death in Counter-Strike: Source.
The knife has a primary and secondary attack. Primary attack will
knife faster, but does less damage (about 12 damage). Secondary attack
is about twice as slow as the primary, but does 55 damage in every
attack, so two attacks is a confirmed kill. If you knife the enemy from
the back with this attack, it will instantly kill the enemy, no matter
the amount of hitpoints or armour. Players tend to throw HE-grenades at
the target and then use the knife for a faster and safer kill.
The range of the primary attack is a bit higher, giving you a small
advantage in knife fights if you want to avoid getting hit by the
secondary attack. However, if you are not a pro with the knife, don't
even think about it.

Kevlar

Price: $650

Kevlar is an invaluable asset to have once the first few rounds have
been completed, as it adds an extra layer of protection, and reduces the
damage caused by enemy fire. It does not, however, make you
invulnerable.

Kevlar and helmet

Price: $1000

Purchasing kevlar and a helmet is more expensive than buying
just kevlar, but provides better protection, especially when playing
against players who fire consistent headshots. The addition of a helmet
protects your head, but as with the kevlar it only reduces the damage
caused by bullets and does not make you invulnerable.
Don't rebuy armor if it's higher than 60. There's no difference between 100 armor and around 60ish armor.

Nightvision

Price: $1250

Allows you to see better in the dark, and therefore can be quite
useful in dark maps (a green overlay is put on your vision, and
everything's brighter). In bright maps, however, it is a waste of
money to buy, as using nightvision in a bright area actually makes your
vision worse (things get too bright). and you can always use flashlight

C4 explosive

C4 explosive

Team: Terrorists only

At the start of every round on a bomb defusal map, a random terrorist
is given the C4 to plant. They may drop this, and it doesn't cost them
anything, but they have been entrusted with it, and it is their duty
(unless they drop it) to destroy the target with it.

Bomb defusal kit

Bomb defusal kit

Price: $200

Team: Counter-terrorists only

When playing a bomb defusal map, a bomb defusal kit is an invaluable
thing to buy. You can defuse the bomb without one, but having one
accelerates the process considerably, and once the bomb's been planted,
there is precious little time to waste before it goes off.
A Counter-Terrorist can defuse a bomb about ten seconds without a kit. With a kit, it takes five seconds.